People here need to compare Arenanet's progress to other producers. The amount of bugfixes that Arenanet is putting out is pretty phenomenal compared to virtually every single other big MMO company out there.

Nevermind that bugfixing can be tough. I have frequent contact with someone actually in the programming industry - bugfixing can be pretty painstaking at times, it isn't nearly as simple as some people think it is.

i don't think its ridiculous, i like getting rewarded for things i am already doing plus this new laurel currency is ftw! you can exchange stuffs for 1 laurel for 5 you get 10 unidentified dye, thats 5 cycle/days playing! and i haven't gotten a dye drop for 2 weeks now ~ this thread is just ridiculous and creates ridiculous complains

Lol OP are you serious hardly any fixes? The same patch that got the new content in the game also included the follow *few* fixes

Balance, Bug-Fixing, Polish

Dungeons

General

Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn't reach.

Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow's Embrace; and focuses from Caudecus's Manor.

Fractals of the Mists

Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.

Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.

Fractals: Added day or night time to specific fractals. Day and night do not cycle.

Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.

Fixed various exploits and minor bugs.

Ascalonian Catacombs

Story—The Lovers: Reduced health for both bosses and damage from Ralena.

Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.

Story—Ranger: Damage has been reduced for the trap skill.

Story: Some enemy group compositions have been altered.

Story—Adelbern: Reduced damage and modified his melee attack.

Explorable—Detha's Chain: Decreased the recharge time for cannons in the final event and modified their attacks.

Explorable—Detha's Chain: Adjusted the respawn rate of the groups at the "Defend Detha and her traps" event.

Arah

Story: Reduced most veterans to regular strength during the ship events.

Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.

Story: Zhaitan's acid pools do less damage.

Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.

Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.

Citadel of Flame

Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.

Story—Forgefire Armory Boss: This boss's damage has been reduced.

Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.

Explorable—Magg's Chain: The event to defend Magg while he plants a bomb has been rebuilt.

Explorable—Magg's Chain: The respawn rate of creatures in the magma field has been adjusted.

Explorable—Rhiannon's Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.

Sorrow's Embrace

Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.

Crucible of Eternity

Explorable—Evolved Destroyer: This enemy's health has been reduced. The time window before the shield turns back on has been increased.

Explorable—Subject Alpha (All): The enemy's health has been reduced.

Twilight Arbor

Explorable: Leurent's Elite Guard shields have been fixed so they no longer deal damage after they disappear.

Explorable—Leurent Boss Encounter: The group composition has been adjusted.

Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.

Honor of the Waves

Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.

Explorable: Aldus's invulnerability shield now properly decrements to melee and area attacks.

Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.

Updates have been made to the small statues to the human gods throughout Orr.

New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.

The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.

Various Risen creatures have had their animations and size updated.

The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.

The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.

The visual impact of taking control of the Orrian temples has been increased.

Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.

Fixed a bug that prevented the "Arah Waypoint" from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.

Updated enemy waves that appear when the priest reaches certain life totals.

Added several new abilities to the Champion Risen Priest of Grenth.

Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.

Adjusted enemy wave compositions, start locations, and respawn times.

Adjusted the stacks of corruption that enemy shades apply to players during the fight.

Updated the visual appearance of the portals to Grenth's domain and the effect applied to players who step in.

Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event "Stop the Risen Priest of Grenth from retaking the Cathedral of Silence."

Fixed a bug that would cause Pact troops to stall at points in the event chain.

Dwayna Temple Chain

Adjusted the difficulty of the events that take place inside of the temple.

Updated the skills for the Risen Priestess of Dwayna.

Updated the skills for the Statue of Dwayna.

Adjusted the terrain within the Cathedral of Zephyrs.

Added a boss camera during the fight with the Statue of Dwayna.

Melandru Temple Chain

Updated the Risen Priest of Melandru's skill set.

Updated the music that plays during the boss fights.

Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.

Added more noticeable environmental effects to the temple's contested and uncontested states.

Updated the participation rewards for the event "Defend the Pact interruptor from Risen attacks" to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.

Lyssa Chain

Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.

Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.

Balthazar Chain

Adjusted the strength of the Risen Priest of Balthazar's skills.

Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence. [sic]

Promenade Chain

Updated the participation rewards for the event "Ensure that the Pact holds the Gates of Arah" to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.

Fixed a bug in the event "Aid the Pact soldiers around the airship wreck" that would cause the event to restart prematurely.

Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.

The Gladiator Chain

Adjusted the start and restart conditions for the event chain.

Adjusted the difficulty scaling of the events.

Added visual effects to the event area and Risen creatures featured in the event.

Changed the starting condition and location of the event "Kill the Risen broodmother."

Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.

In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature's corpse.

The terror of Ancient Shark Pistrix and his gang of "landsharks" has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.

Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.

Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players' stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Updated skill facts.

Elementalist

Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.

Arcane Power: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.

Arc Lightning: Fixed a bug which would cause this skill's animation effects to continue playing after the skill ended.

Fixed trebuchets not being targetable by ranged attacks after being repaired.

World vs. World

Siege is no longer usable while inside a WvW jumping puzzle.

Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.

Superior siege will now be saved properly when maps restart.

In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.

I mprovements

Evon Gnashblade's Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.

All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.

and this isnt just a one time thing, every major update has that amount of fixes more or less. As for the amount of new content, helping out refugees and closing vents is just the start. Arenanet have already explained a number of times now that this will be a gradual evolving storyline. The first day or two it was just the refugee movement. The vents started appearing and sometimes they errupt and players have to close them to stop the nasties coming out. Then on the 2nd or the 3rd day all major cities appointed heralds and they moved in. Thats what happened so far. The story will continue to evolve with new things happening driving the story forward. They say they plan to have this going on for a large period of time (months). Personally I think its a great way to tell an evolving story. I have high hopes, will see how it plays out.

Lol OP are you serious hardly any fixes? The same patch that got the new content in the game also included the follow *few* fixes

Balance, Bug-Fixing, Polish

Dungeons

General

Fixed a bug where creatures in dungeons were no longer becoming invulnerable to players they couldn't reach.

Updated the costs of several dungeon reward items to be consistent with their costs in other dungeons. These include leggings, chestpieces, and shoulder armor from Ascalonian Catacombs; tridents and assorted armor pieces from Sorrow's Embrace; and focuses from Caudecus's Manor.

Fractals of the Mists

Swampland fractal: The tripwires have been rebuilt to reflect their names. Several have been lifted out of the ground and made more visible.

Fractal Marshes: The traps in the first area now scale with the difficulty scale of the fractal.

Fractals: Added day or night time to specific fractals. Day and night do not cycle.

Underwater Fractal: The Jelly boss will no longer try to devour NPCs like pets and minions before they try to eat players. If no players are around, it will eat NPCs.

Fixed various exploits and minor bugs.

Ascalonian Catacombs

Story—The Lovers: Reduced health for both bosses and damage from Ralena.

Story—Coffin Intro: Additional coffins cannot be interacted with once the boss shows up.

Story—Ranger: Damage has been reduced for the trap skill.

Story: Some enemy group compositions have been altered.

Story—Adelbern: Reduced damage and modified his melee attack.

Explorable—Detha's Chain: Decreased the recharge time for cannons in the final event and modified their attacks.

Explorable—Detha's Chain: Adjusted the respawn rate of the groups at the "Defend Detha and her traps" event.

Arah

Story: Reduced most veterans to regular strength during the ship events.

Story: Attacking dragons have reduced damage and no longer knock back on their flyover barrages.

Story: Zhaitan's acid pools do less damage.

Explorable: Fixed issues that may have prevented events from starting or ending properly across all paths in the dungeon when an NPC was potentially dying, reviving, or being interacted with.

Explorable—Seer Path: In the Dwayna fight, the sparks will now target players primarily, and their attacks have been adjusted in a way that should make them chase the player as initially intended.

Citadel of Flame

Story: The Baelfire fight now has a safety net in case players fall off. If players die in a dangerous area, their body is teleported to a safe location for players to revive.

Story—Forgefire Armory Boss: This boss's damage has been reduced.

Story—Bolok Barracks Boss: The group composition of the reinforcements summoned by Bolok Barracks boss has been modified.

Explorable—Magg's Chain: The event to defend Magg while he plants a bomb has been rebuilt.

Explorable—Magg's Chain: The respawn rate of creatures in the magma field has been adjusted.

Explorable—Rhiannon's Chain: The torch event at the start has been adjusted to only require 3 torches instead of 5; enemy groups have also been adjusted accordingly.

Sorrow's Embrace

Explorable—Inquest Path: The infinitely spawning waves have been adjusted to no longer spawn when fighting with the golem miniboss. They will continue once the golem event completes. The group compositions were also adjusted to add more variation.

Crucible of Eternity

Explorable—Evolved Destroyer: This enemy's health has been reduced. The time window before the shield turns back on has been increased.

Explorable—Subject Alpha (All): The enemy's health has been reduced.

Twilight Arbor

Explorable: Leurent's Elite Guard shields have been fixed so they no longer deal damage after they disappear.

Explorable—Leurent Boss Encounter: The group composition has been adjusted.

Explorable—Worm Boss: Spit puddles have reduced damage, but more puddles are created with each attack.

Honor of the Waves

Explorable: Aldus Stormbringer adds are no longer veterans and have adjusted respawn times.

Explorable: Aldus's invulnerability shield now properly decrements to melee and area attacks.

Updated the effect for the Cone of Cold skill used by Controller Andal to match the area affected by the skill when he turns.

Updates have been made to the small statues to the human gods throughout Orr.

New map icons to indicate the location and status of the statues have been added. Mousing over the icon will display more detailed information.

The visual effect surrounding each of the god statues has been updated to be more noticeable and to more accurately reflect the range of its influence.

Various Risen creatures have had their animations and size updated.

The music that plays during key events that take place at the Orrian temples to the gods and the Gate of Arah has been updated.

The difficulty of events to claim and defend the Orrian temples and the Gates to Arah will now scale to accommodate a larger number of players.

The visual impact of taking control of the Orrian temples has been increased.

Various Risen creatures have had their skills adjusted to use fewer crowd-control skills.

Fixed a bug that prevented the "Arah Waypoint" from updating properly when the gate to Arah was open in Cursed Shore. This also caused the Arah dungeon marker to erroneously display as contested. The gate to Arah should only be closed when the events leading up to it are active.

Updated enemy waves that appear when the priest reaches certain life totals.

Added several new abilities to the Champion Risen Priest of Grenth.

Fixed an issue that would cause enemies to stop spawning if waves were killed in the wrong order.

Adjusted enemy wave compositions, start locations, and respawn times.

Adjusted the stacks of corruption that enemy shades apply to players during the fight.

Updated the visual appearance of the portals to Grenth's domain and the effect applied to players who step in.

Fixed a bug that prevented the Risen Priest of Grenth from attacking properly during the event "Stop the Risen Priest of Grenth from retaking the Cathedral of Silence."

Fixed a bug that would cause Pact troops to stall at points in the event chain.

Dwayna Temple Chain

Adjusted the difficulty of the events that take place inside of the temple.

Updated the skills for the Risen Priestess of Dwayna.

Updated the skills for the Statue of Dwayna.

Adjusted the terrain within the Cathedral of Zephyrs.

Added a boss camera during the fight with the Statue of Dwayna.

Melandru Temple Chain

Updated the Risen Priest of Melandru's skill set.

Updated the music that plays during the boss fights.

Adjusted the terrain inside the Cathedral of Verdance to allow for better creature and player movement.

Added more noticeable environmental effects to the temple's contested and uncontested states.

Updated the participation rewards for the event "Defend the Pact interruptor from Risen attacks" to be more consistent with holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.

Lyssa Chain

Adjusted the difficulty of the events to take over and defend the Cathedral of Eternal Radiance.

Fixed a bug that prevented the force field surrounding the Risen Priestess of Lyssa from resetting properly.

Balthazar Chain

Adjusted the strength of the Risen Priest of Balthazar's skills.

Adjusted the number and compositions of enemies that appear during events to take over and defend the Cathedral of Silence. [sic]

Promenade Chain

Updated the participation rewards for the event "Ensure that the Pact holds the Gates of Arah" to be consistent with the holdout events at other temples in Orr. Players who participate will earn three times the normal event rewards.

Fixed a bug in the event "Aid the Pact soldiers around the airship wreck" that would cause the event to restart prematurely.

Fixed a bug that could cause the Risen High Wizard to not flee after successfully defending the Pact camp at the Gates of Arah.

The Gladiator Chain

Adjusted the start and restart conditions for the event chain.

Adjusted the difficulty scaling of the events.

Added visual effects to the event area and Risen creatures featured in the event.

Changed the starting condition and location of the event "Kill the Risen broodmother."

Golem in a Box has been updated to have a 20-second recharge and has been disabled in WvW.

In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature's corpse.

The terror of Ancient Shark Pistrix and his gang of "landsharks" has finally come to an end. Players will now interact with the corpse of Pistrix in his cave in Sparkfly Fen to complete this skill challenge.

Cancelling executing skills that have no recharge via the [Escape] key or stowing weapons will now trigger a 0.5-second cooldown for that skill.

Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players' stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Updated skill facts.

Elementalist

Fixed a bug that caused several spells, including Tornado, Arcane Shield, and most frequently Whirlpool, to sometimes fail to display any graphics.

Arcane Power: The number of uses on this skill's effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.

Arc Lightning: Fixed a bug which would cause this skill's animation effects to continue playing after the skill ended.

Fixed trebuchets not being targetable by ranged attacks after being repaired.

World vs. World

Siege is no longer usable while inside a WvW jumping puzzle.

Multiple areas have had their terrain adjusted to prevent players from bypassing gates and walls to get into objectives.

Superior siege will now be saved properly when maps restart.

In WvW, different types of loot chests will replace the bag drop depending on loot rarity. Players should now see bags for loot that is lower than uncommon rarity and chests for loot that is uncommon rarity or higher.

I mprovements

Evon Gnashblade's Box ‘o Fun has been revamped and is now available in the Consumable category for the new low price of 1 for 80 gems or a bundle of 5 for 320 gems. The revamped design offers more control over what effect the box has on those that interact with it.

All weapon and armor skins now have the option to be converted to PvP skins. When activating a skin you will be given the choice to either apply the skin to a PvE item or convert the skin to a PvP-only item. Either action will consume the skin. This change applies to all unused weapon and armor skins in the game, regardless of when the skin was first released.

and this isnt just a one time thing, every major update has that amount of fixes more or less. As for the amount of new content, helping out refugees and closing vents is just the start. Arenanet have already explained a number of times now that this will be a gradual evolving storyline. The first day or two it was just the refugee movement. The vents started appearing and sometimes they errupt and players have to close them to stop the nasties coming out. Then on the 2nd or the 3rd day all major cities appointed heralds and they moved in. Thats what happened so far. The story will continue to evolve with new things happening driving the story forward. They say they plan to have this going on for a large period of time (months). Personally I think its a great way to tell an evolving story. I have high hopes, will see how it plays out.

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

You're correct. Player call things bugs, which really are only typing errors. Very buggy game, indeed.
Happens all the time, because some player just want to be "strongest there is" and don't even think about balance.

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

Fine 6 out of that huge list of bug fixes where just tool tip information. Nerfs / balancing issues are still game play fixes so I would say they still count. In anycase One of the bug fixes listed in that list was: Fixed various exploits and minor bugs, you can consider those two to even themselves out.

So wait, not sure I follow what you're saying now. Is what you're saying here that fixing a ton of stuff counts for nothing because there is still stuff to fix? Or are you saying that no matter how much content they release you'll consider them as not releasing anything until such time they fix every issue? cause in both cases I strongly disagree. Personally I think both new content and bug fixing is important and I like they concentrate on both at the same time.

I tend to avoid such childish topics but you're taking it too far. No bug fixes? Seriously? Last patch was mostly bug fixes and improvements. I've played since betas and and the amount that has been fixed is enormous. Bugs are expected in new games, but ANet is fixing them.

Go hide back under your bridge because I'm officially calling you a troll. And I'm going back to the altar of ANet to ritually sacrifice a holy animal because I'm a fanboy

1: There were tons of bug fixes.
2: To make achievements more rewarding.
3: Rewards for stuff people are already doing so dailies are fun and not a chore.
4: Not sure I get your point on crafting.
5: Yes. F2P is not a sustainable business model without some other source of income.

I've been critical of Anet in the past but fair play to them, they did sort out quite a few bugs last patch and gave engineer kits, weapon stats so you can't really complain on that front. However... their skill balancing is sorely lacking, hopefully they sort it out with the pvp patch next month...

Man, this game blows, I spend a lot of time on it and can't find anything better to do with myself than complain about how annoyed with the developers I am. Even though I myself have never developed, administered, or maintained an MMO, I can tell you that THESE people don't know what they're doing. I would do a better job, I assume. Development of games is simple if you know what you're doing. Yet rather than be productive and make suggestions I would rather go to a fansite's forum and complain that things aren't being done exactly the way I want them to be.

^ SARCASM ^

The only thing more wasteful than whining that things aren't perfect in an online video game is making a post that sarcastically mocks people for having nothing better to do than whine about an online video game (ie. what I'm doing now).

If you read carefully you will see that some of those "fixes"are just update to tooltip information and some are just nerfs.Before you judge this as major update check first how many things still need fixing.

And this is not expansion worth amount of content.I wonder what will be in February update then.

Some of the fixes were tooltip info being updated. Some. Not most. Not even many. Only a very small number in that sea of updates were tooltip fixes. And I wonder how many of the things you say are nerfs are...bug fixes because of things not reacting properly in the first place and people assuming it was right.

Yes, a lot of things still need to be fixed...but there could be two more bugs they know about, or two hundred - that's still a significant number of fixes and updates they did there.

The January update wasn't meant to be an expansion's worth of content. What was said in the interview where the "expansion's worth of content" line came from was that the January and February content updates together would be about that much. ANet also said since that the January update was going to be a small update to set things in place for it.

Stop your freaking complaining. Agh, you remind me of annoying little toddlers! I am thoroughly enjoying this new content. I love the idea of these achievements, it supports the casual players that don't want to run stupid fractals or dungeons all the time to get the best gear. This is why I purchase and play GW2 to begin with, because it is a CASUAL game and was advertised that way. Gosh, you all knew what you were getting into.

That's why so many are leaving too. This game might end up like Tabula Rasa or Auto Assault.

Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.

I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.

-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.

-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.

Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.

I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.

-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.

-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.

Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

So MMO's are changing to F2P with cash-shop model why you know for sure that sub-fee brings more money?
And LOL at other MMo's bringing out more content, howmuch content did WoW put out the 12 months before MoP?
Let me tell you howmuch, in 14 months before MoP, WoW brought exactly 1 content update, while people payed a sub-fee every month.
Please tell me how Anet is behind that..

And how is it a failed experiment? TES:O is already following GW2 in combat, skills, character roles and PvP..

Red Sonya, on 02 February 2013 - 02:01 AM, said:

That's why so many are leaving too. This game might end up like Tabula Rasa or Auto Assault.

Except GW2 already sold over 3 million units, a number those games could only dream of.

No Sub fee, thats why.
Many of us predicted this before the game launched. With no monthly sub fee, you get less content and less bug fixes. Those developers have to be paid, and sub fees gets the company FAR more then a cash shop.
I said right from the beginning this was going to happen, so its interesting checking in every now and then to see the game flundering exactly as predicted. GW2 is kind of a failed experiment. It doesnt mean everything they did was bad, but many of their "innovations" will not stick on the MMO genre.
-The removal of the trinity will be ignored by future MMOs, that was a bad addition for gameplay and group dynamics.
-Monthly subs + a good company = more content, and likely less bugs. Just look at the 5.2 patch for WoW coming out this month, thats more content then GW2 has received since launch, and this is just another patch for WoW.
Here is to waiting on Everquest Next, hopefully they can make a real next gen changer MMO, because GW2 did not.

A failed experiment? It's normal for a newly released game to lose people after the first month or so. Guild Wars 2 has sold 3 million units and the number of people logging in daily is rising after the expected drop.

http://www.pcgamesn....and-cat-potions
Quote:
First, a brief lesson in MMO-economics. Every MMO developer lives and breathes their concurrency curve. In the lifecycle of an MMO, you tend to see an early spike, where fresh faced players log in for the first time. That spike inevitably drops following launch: to a concurrency base. What happens next determines the future of the game. “For games that aren’t doing well, that core base over time slowly drops. A lot of them respond by going free-to-play, which causes them to spike back up and hit a new concurrency base.

There are a few games that have managed to grow their concurrency base in the period following launch. World of Warcraft. Eve Online. And now Guild Wars 2.

"We hit our flat concurrency numbers back in November, and we’ve consistently grown every single week for the past five weeks,” says Colin. “Our core concurrency base that we hit back in November was really exciting - but to see that number going up is really, really exciting. especially because a lot of the pieces that will make the game more exciting are coming in January, February and March.”

can anyone explain to me why we keep having monthly content additions and hardly any bug fixes? on top of that they felt the need to add yet another currency tot he game which isn't needed.

They did fix some bugs, you should do some more reading of the patch notes.

kanaxais_scythe, on 31 January 2013 - 08:42 PM, said:

the new acievements are also a joke as they reward players for things they should already be doing such as ressing and dodging. also more stuff added to the gem store, are they that desparate for cash?

Do you understand the thing game designers like to describe as "rewarding players for playing well"? That's pretty much it and the fact that many people didn't know how to dodge in the first place, shows that the achievement was needed.

kanaxais_scythe, on 31 January 2013 - 08:42 PM, said:

also more stuff added to the gem store, are they that desparate for cash?

So they shouldn't add stuff you don't need to buy for those people who want to buy it? And they shouldn't make money? You're making no sense with that statement.

And what is exactly new content, except that refugee "thingy" i haven`t seen anything else, am i missing something ?
Was i the only one expecting some new maps and actual "new" stuff ?

Are you expecting an entire new zone every few months? Are you expecting Cantha and Elona expansions in the next few years? If so I think you're delusional. No offense. Not meant as an insult seriously; no other adjective fits the observed behavior.

Your expectations are the problem. No one promised anything. You just made expectations and get disappointed when the company doesn't deliver. Who's fault is that?

Are you expecting an entire new zone every few months? Are you expecting Cantha and Elona expansions in the next few years? If so I think you're delusional. No offense. Not meant as an insult seriously; no other adjective fits the observed behavior.

Your expectations are the problem. No one promised anything. You just made expectations and get disappointed when the company doesn't deliver. Who's fault is that?

What expectations dude ? They gave us half of the game, and if you consider opening maps that should be already available in game "expansion" then we do not share opinions !
I expect only what every one should and that is complete Tyria, if we look at the map we barely have opened 45% of maps, it may be that rest of the maps are "work in progress" but if they come up with few and call that expansion i`m gonna feel cheated !!!

What expectations dude ? They gave us half of the game, and if you consider opening maps that should be already available in game "expansion" then we do not share opinions !
I expect only what every one should and that is complete Tyria, if we look at the map we barely have opened 45% of maps, it may be that rest of the maps are "work in progress" but if they come up with few and call that expansion i`m gonna feel cheated !!!

By your definition I 'expect' the same as you - a complete Tyria. However I see a complete Tyria and you do not. That's because you and I have different expectations.

Isn't Tyria more than just the one continent? What about all the other continents, islands etc beyond the one continent we are on? Why not the entire planet? Down to the one meter scale? That would only be about 30,000 zone maps. They should have this ready by Easter, right?

So MMO's are changing to F2P with cash-shop model why you know for sure that sub-fee brings more money?
And LOL at other MMo's bringing out more content, howmuch content did WoW put out the 12 months before MoP?
Let me tell you howmuch, in 14 months before MoP, WoW brought exactly 1 content update, while people payed a sub-fee every month.
Please tell me how Anet is behind that..

And how is it a failed experiment? TES:O is already following GW2 in combat, skills, character roles and PvP..

Except GW2 already sold over 3 million units, a number those games could only dream of.

Selling and "maintaining" enough population to continue to reap revenue and benefits is another thing though. The consensus isn't as popular as GW1 was in its beginnings. It's like Diablo III I bought it too but I don't still play it....piece of garbage much like this one turned out to be.

By your definition I 'expect' the same as you - a complete Tyria. However I see a complete Tyria and you do not. That's because you and I have different expectations.

Isn't Tyria more than just the one continent? What about all the other continents, islands etc beyond the one continent we are on? Why not the entire planet? Down to the one meter scale? That would only be about 30,000 zone maps. They should have this ready by Easter, right?

Dude i din`t expect them to open Cantha & Elona with release !
I`m just stating that we have places with names "zones" big ones at that on current map of Tyria yet they don`t open them and i`m wondering why ? And please i don`t want to sound bad but "frack" the fanboy attitude i like you and many others payed for "finished" product not half of something !
I`m disappointed that`s all, been stuck on 3 Orr maps and one Norn (with 8 characters) i just one to explore something new do some different events "change of scenery" if you want to call it like that.